Tiles: ix
Tiles: iy
Tiles: x
Tiles: y
Tiles: c
Generator: i
Generator: y
Generator: x
Generator: t
Generator: t2
Steve: custumeWalk
Steve: isBlock_s
Steve: tile_s
Steve: walkFrame
Steve: dir_s
Cursor: x
Cursor: y
Cursor: i_c
Cursor: xx
Cursor: yy
Cursor: isBlock_c
Cursor: tile_c
Cursor: digIdx
Cursor: digTime
Cursor: digEnd
Cursor: elapse
Cursor: refIdx_c
Steve: refIdx_s
Steve: refTile_s
Steve: refIt_s
Processor: y
Processor: sy
Processor: checkTile_pr
Processor: flowDir
Processor: depth
Generator: refIdx_g
Processor: refIdx_pr
Processor: t_pr
Processor: canFlow
Tiles: light
Steve: SteveNextWalkFrame
Steve: i_s
Steve: light
Steve: inWater
Steve: onWall
Cursor: data
Tiles: CloneAsID
Tiles: sx
Tiles: sy
Tiles: lightMod
Cursor: justPlacedIdx
Cursor: data2
Processor: baseTile
Processor: x
Processor: t2
gui_invsel: selIdx
Cursor: count
gui_invrow: y2
gui_invrow: i_iv
gui_invrow: match
gui_invrow: x
gui_invrow: y
gui_invrow: x2
Counts: count
Counts: x
Counts: y
Counts: toFront
gui_invrow: spaceDown
gui_invrow: count
gui_invrow: Drop_One
gui_invrow: CraftMul
Tiles: count
Tiles: wait
gui_invrow: siit
_UnderCursor
gui_invrow: refIdx_iv
Generator: seed
Generator: sand
Generator: dy
_DragSrcID
Arrow Progress: idx
Arrow Progress: progress
Arrow Progress: nxtProgress
Smelt Progress: progress
Smelt Progress: nxtProgress
Smelt Progress: duration
Smelt Progress: idx
Processor: sis_typ
gui_invrow: changeMode
_InsideIdx
_Cursor
Tiles: maxStack
gui_invrow: maxStack
_MobMul
Mob: ID
Mob: cloneAsID
Mob: x
Mob: y
Mob: dirP
Mob: tileIdxP
Mob: isBlockP
Mob: time
Mob: sy
Mob: typP
Mob: choice
Counts: i_co
Counts: t_co
Tiles: i_t
Tiles: refIdx_t
Mob: light_p
Mob: lightMod_p
_LightProb
Cursor: ii_c
Cursor: fightIdx
Cursor: lastX_c
Cursor: lastY_c
Cursor: tileIdx_c
Mob: healthP
Mob: hurtingP
Cursor: wasMode
Cursor: invIdx_c
Mob: inWaterP
Mob: tileP
_lsxNeg
Steve: fallHeight_s
Health: lastHealth
_respawnIdx
Cursor: toolTip
Cursor: newTip
Oxygen: lastAir
Steve: t_s
Health: l
Steve: healthRegen
Steve: InLava
Generator: y_g
Generator: x_g
Generator: i_g
Generator: t2_g
Generator: ss_g
Generator: total_g
Generator: yy_g
Generator: xx_g
Generator: dir_g
Generator: debug
Mob: stateP
Mob: halfY_P
_KnockBack
_Survival
Mob: idx_p
_SpawnArea
_Eating
_FoodMul
_Max_Reach
Processor: count_pr
Processor: flowBase
Save Game: sg_count
Save Game: sg_tile
Save Game: sg_encode
Save Game: SAVED
Save Game: len
Save Game: sg_full
Save Game: sg_n
Save Game: sg_rc
Save Game: sg_next
Save Game: sg_tileIdx
Processor: growIdx
Save Game: sg_format
_Chars
Save Game: sg_str
Save Game: sg_ts_i
Steve: stuck_s
Save Game: sg_ts_c
Save Game: cost_uppercase
Save Game: RCOST_sg
_ClearHarvestIdx
Cursor: digTile
Generator: g_IsFlat
Generator: _WaterLevel
_lsy
Mob: ofy_p
gui_invrow: dur_iv
Steve: doJump
Steve: waterHeight
Steve: onLadder
Steve: onFloor
Steve: IsFlyMode
Steve: jumpHeld
Steve: lastJumpPress
gui_invrow: InvID
_Time
Processor: pr_dist
Steve: lx
Steve: ly
_ArmFrame
Tiles: i_ii
Steve: s_ibt
Splash_select: buttonID
Splash_select: buttonSel
Splash_select: buttonMax
Splash_select: nxtSel
Generator: g_worldSize
Steves Head: endSpeak
Cursor: BowPull
Tiles: StuckIn
Tiles: t_tileIdx
Tiles: t_ilumTmp
_SpriteCount
Generator: g_tyy
Generator: LastY
_SteveLight
Steves Head: light
Processor: pr_hl_idx
gui_invrow: InvPosID
gui_invrow: siIdx
gui_invrow: InvIDFrom
gui_invrow: InvIDTo
Steves Head: offset
Steve Arm: BackArm
Steve Arm: offset
Mob: frx
Mob: fry
Mob: dist
_NextSpawn
Commands: newTime
Armor: LastArmour
_DefenseMul
Armor: DefensePoints
_DamageArmor
Armor: dur
Processor: saturation
Cursor: data3
gui_invsel: destX
_Lighting?
__lastSky
_RandomSeed
_RandIdx
Pseudorandom Cycle: lastrand
Save Game: break
_ScrX
Save Game: savIdx
Save Game: Previous Chunk
Processor: LightE
Processor: LightS
Processor: LightW
Processor: LightN
_respawnSeed
Generator: BMUL
Generator: vmul
Generator: voff
Processor: gt_i
gui_invrow: t
Generator: biomeType
Save Game: savChkIdx
Save Game: chunkStart
Cursor: hitReach
_lsx
_GEN_VERSION
_CHUNK_SEED
_fcount
Mob: Get Direction?
Steve: tAct
Processor: pr_tool
Processor: total_g
_REFSIZE
_XRAY
gui_invrow: drop_item
_HeldInvID
Menu2: showFlyMode
Steve: isBlock_y
_TimeReal
_MaxHarvest
MobCount
_MaxMobsBad
_MaxMobs
Commands: i
_Speak
Commands: token
_Locked
KeyDelay
Steve: lastWalkStep
Cursor: lArm
Cursor: lArmTick
Cursor: lastArmSoundTick
_Sound
_KeyDelayTrick
Commands: break
Generator: water Tile ID
_tickTime
Processor: bringToLife
Steve: PortalTime
_Creative?
_NextSelID
Generator: track
_y
Mob: MDOff
_HeldC
_ToolTipID
_ToolTipWait
_ForceDelay
Mob: Allegiance
_Mob100
_MDMUL
_BACKGROUND
Processor: break
_LastDir
Save Game: LoadingChunk
throttle
Save Game: sg_type
Save Game: sg_i
_BiomeID
gui_invrow: ix
gui_invrow: ix2
_Hunger
_Health_s
_FoodSaturation
Save Game: DEV_CREATE
_Mode
_FAST
_ticks
_Skin
Steve Legs2: BackLeg
_WalkFrame
_x
_GLight
snow: Weather Type
snow: w sx
snow: w sy
snow: x
snow: y
snow: w dir
snow: weather time
Steve: _sx
Steve: _sy
_DEBUG
FPS
Steve: _AirLevel
Save Game: _SAVE_LIST
Generator: _Light2
Generator: _NextHarvest
Generator: altitude
Generator: tree
Generator: Rand
Generator: BIOME_DATA
Generator: RNDStack
Generator: Caverns
Processor: Assets
Pseudorandom Cycle: sequence
Mob: MobPool
Mob: spwn_Idxs
gui_invrow: _TempStore
Steves Head: bobY
Save Game: Counts
Save Game: SaveChunks
Save Game: Slice
Save Game: Level Presets
Save Game: Example Words
Save Game: FULL_HACK
_Level
_LevelRef
_RefData
_RefPool
_Grow
_Light
_BLOCK_DATA
_LightMod
_Gamma
_Harvest
_Inv
_Recipes
_InvPos
_GUI_pos
_Inside
_Mob
_FOOD_DATA
_Explode
_MobSpawn
_Menu
_GrowTime
_RANDOM
_LCopy
DEBUG
_MOB_DATA
Tiles: show